3D Gaussian

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13 papers in the last 28 days · 0.2% of indexed attention

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Period ending 2026-09-21

4 new papers

A weekly snapshot of new work published in 3D Gaussian.

Period ending 2026-09-14

6 new papers

A weekly snapshot of new work published in 3D Gaussian.

Period ending 2026-09-07

4 new papers

A weekly snapshot of new work published in 3D Gaussian.

141 papers

Latest in 3D Gaussian

Sep 17, 2026cs.CV

GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets

Gaussian Splatting (GS) excels at novel-view synthesis but encodes baked-in radiance, tightly entangling illumination with geometry and preventing seamless integration into physically based rendering (PBR) pipelines. Existing inverse-rendering methods attempt to disentangle materials via joint optimization, but often suffer from competing objectives that cause severe ambiguities and residual lighting artifacts. To overcome this, we present GS-PI, a novel optimization-decoupled framework that casts PBR material generation as a geometry-conditioned diffusion process on 3D point clouds. By operating directly in the 3D domain, our method inherently guarantees multi-view consistency, sidestepping the severe pixel correspondence issues that challenge 2D diffusion approaches. We introduce a multi-scale cross-view conditioning mechanism that integrates three complementary components: a global semantic prior, source-anchored photometric cues, and an absolute spatial learned view-direction conditioning signal. This design efficiently compresses complex multi-view evidence, mitigating cross-view projection misalignment and successfully preventing specular highlights from baking into intrinsic colors. By extracting a point cloud from a pre-trained Gaussian model, predicting PBR attributes via conditional diffusion, and distilling them back through differentiable rasterisation, we yield a fully relightable PBR-GS asset. GS-PI outperforms recent inverse-rendering baselines while replacing per-scene joint illumination/BRDF optimization with a learned diffusion pass followed by a short target-driven distillation, without requiring proxy meshes.
Jieting Xu, Rengan Xie, Zijian Huang +3
Sep 16, 2026cs.RO

SemSafe-3DGS: Semantic Risk-Aware Active Navigation in Uncertain 3D Gaussian Splatting Maps

Autonomous robots operating in partially observed environments must navigate safely while acquiring observations that improve future planning. Existing safety formulations generally reason primarily about geometry. Consequently, geometrically similar scene elements may induce comparable control responses despite having different semantic consequences. We present a semantic risk aware safe-active perception framework for navigation in attributed 3D Gaussian maps. Semantic attributes modulate an Average Value-at-Risk collision clearance model through class dependent risk weights, allowing safety-critical Gaussian primitives to receive greater influence in the composite barrier. The resulting weighted clearances are aggregated into a control barrier function, while a trajectory-relevant active perception barrier promotes observations that reduce geometric map uncertainty along the robot's anticipated motion. Both objectives are integrated in a unified CBF-QP that enforces semantic risk-aware collision avoidance as a hard constraint while relaxing information acquisition when it conflicts with safety or task progress. Experiments demonstrate efficient safety constraint, improved navigation through active perception, semantic dependent trajectory adaptation, and real-robot execution under Ackermann dynamics.
Amirhossein Mollaei Khass, Athanasios Cosse, Nader Motee
Sep 15, 2026cs.CV

DecoGS: Adaptive Static-Dynamic Decoupling of 3D Gaussians for Free-Viewpoint Video Streaming

Streaming 3D reconstruction demands both speed and temporal fidelity, goals that existing methods undermine by updating every Gaussian every frame, even in static regions. We present DecoGS, a method for efficient online training of 3D Gaussians from streaming videos. Unlike prior methods that update the entire scene indiscriminately, DecoGS introduces an adaptive mechanism that selectively focuses optimization on spatiotemporal regions exhibiting motion or photometric changes. This targeted training strategy eliminates redundant updates that cause flickering and drift in nominally static regions, while enabling fast, high-fidelity scene updates. The pipeline further integrates region-aware Gaussian management through gradient gating and efficient visibility filtering to maintain temporal coherence and a compact memory footprint. On N3DV and MeetRoom, DecoGS achieves 34.55 and 31.60 dB PSNR respectively, outperforming all streaming and offline baselines, while rendering at 261 FPS with 70×70\times lower temporal flicker than the best prior method, requiring no large-scale pretraining.
Idil Sulo, Alexey Supikov, Ilke Demir +1
Sep 14, 2026cs.CV

SparseTalk - Sparsifying 3D Gaussian Language Fields for Efficient 3D Visual Question Answering

3D Gaussian language fields provide an explicit, spatially grounded representation for 3D visual question answering (VQA), but their dense semantic features can require tens of thousands of embeddings per scene, resulting in substantial storage, memory, and inference costs. We investigate how much of this representation is actually necessary for downstream reasoning. Starting from a full embedding representation, we systematically sparsify its semantic embeddings, including the previously underexplored regime below a single image-equivalent block down to 8 visual tokens. We compare random, geometric, semantic, and joint spatial-semantic selection strategies and introduce an object-based sparsification method that distributes the token budget across detected object instances while retaining background context. Experiments on ScanQA and MV-ScanQA reveal substantial redundancy in dense Gaussian language fields. Strong VQA performance is retained with only a few hundred semantic embeddings, corresponding to less than 1% of the original representation. Object-based selection performs well relative to others, with only modest observed changes down to 256 tokens. At this budget, SparseTalk retains 0.80% of SplatTalk's 32,076-token inference input and 0.332% of the mean 77,207-Gaussian dense field, increasing inference throughput while reducing decoded-feature memory 125-fold.
Davit Soselia, Joseph JaJa, Amitabh Varshney
Sep 9, 2026cs.CV

Shape-guided Gaussian Splatting for Sparse-View X-ray 3D Reconstruction

Sparse-view X-ray 3D reconstruction is essential for reducing radiation exposure, but recovering a density field from a handful of X-ray projections is severely ill-posed. Recently, 3D Gaussian Splatting has achieved state-of-the-art performance in sparse-view reconstruction by representing the volume using explicit, optimized primitives, but it requires dozens of projected views. With fewer views, reconstruction quality degrades severely since the explicit primitives are optimized freely without any anatomical information. Anatomical structures, in contrast, share similar geometry and density across a population. Their variations are bounded within a limited range that statistical shape models can capture. This paper proposes a shape-guided Gaussian splatting framework for sparse-view X-ray 3D reconstructions. Our contribution lies in driving Gaussian positions toward anatomically valid configurations, alongside atlas-based density regularization. Our method ensures anatomically consistent reconstruction and improves PSNR by 2.83 dB over a state-of-the-art Gaussian splatting baseline with as few as 5 views. Code Available: https://github.com/polyshape-lab/ShapeGuidedGaussian
Pranav Poudel, Florence Dell'Aniello Picard, Nairouz Shehata +2
Sep 8, 2026cs.CV

Leveraging Visual and Geometric Priors for Metric-scale and Complete Vehicle Gaussian Reconstruction from Limited Views

High-fidelity vehicle assets are essential for controllable traffic scene generation, particularly for synthesizing rare and safety-critical long-tail scenarios. However, reconstructing a reusable vehicle representation from in-the-wild onboard images remains challenging for two reasons. First, image-to-3D generation methods generally produce models without reliable metric scale. Second, onboard cameras usually observe only one side of a target vehicle, making conventional multi-view reconstruction incomplete on unobserved regions. To solve these problems, we propose a feed-forward vehicle asset reconstruction method, which leverages two complementary priors to reconstruct 3D Gaussian representations for vehicles using sparse one-sided observations. To achieve metric-scale reconstruction, a visual foundation model is first utilized to serve as a visual prior for Gaussian initialization. The Gaussian attributes are then estimated by a learnable encoder-decoder module. A symmetry-aware cloning strategy is presented to complete the unobserved side directly in Gaussian space, which exploits the bilateral structure of vehicles as a geometric prior. Experiments on the public dataset demonstrate that the proposed method significantly outperforms existing approaches in both vehicle asset completeness and geometric accuracy.
Jinyu Miao, Jiusi Li, Yifei He +4
Sep 8, 2026cs.CV

CVT-GS: Learning to Simplify 3D Gaussian Splatting with Centroidal Voronoi Tessellation

While 3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time novel view synthesis, rendering high-fidelity scenes often relies on a massive number of Gaussian primitives, incurring substantial storage and computational overhead. Existing simplification techniques are largely intrusive, requiring training-time pruning, architectural modifications, or computationally expensive per-scene fine-tuning. These drawbacks limit their deployment on off-the-shelf pretrained models. In this paper, we propose CVT-GS, a novel optimization-free post-hoc simplification framework that directly compresses trained 3DGS scenes without sacrificing visual fidelity. Our approach first constructs spatially coherent cells over Gaussian centers via a geometry-aware Centroidal Voronoi Tessellation (CVT). Subsequently, a lightweight neural cell merger predicts the geometry and appearance of a single, highly representative Gaussian primitive for each cell under differentiable rendering supervision. By formulating simplification as a rendering-aware many-to-one merging process rather than naive primitive pruning, CVT-GS outputs a standard 3DGS scene that is seamlessly compatible with existing renderers. Experiments on various datasets demonstrate the superiority of our method. Notably, when achieving a 100-fold reduction in Gaussian points, our method operates 12 times faster than state-of-the-art methods while improving the PSNR by 1.3 dB.
Bingxian Li, Yilong Li, Jingliang Peng +6
Sep 8, 2026cs.CV

EdMCGS: Event-Driven Markov Chain Gaussian Splatting for Extreme-Low-Frame-Rate Dynamic Scene Reconstruction

We present EdMCGS (Event-driven Markov chain Gaussian Splatting), an end-to-end method for reconstructing dynamic 3D scenes from extreme-low-frame-rate RGB together with an event stream, which can then be rendered at any intermediate timestamp. Methods relying solely on RGB images generate numerous artifacts due to the lack of evidence from between consecutive frames. To supply this missing evidence, we model the scene motion as an event-driven Markov chain, in which the sparse RGB frames anchor the state at their own timestamps while the events recorded within an interval drive the transition across it. Since the transition reads the events of the current interval, it remains active at inference and produces the in-between motion of the 3D Gaussians directly from the events rather than by interpolation, which sets our method apart from prior work that uses events only as training-time supervision. The state is carried by a compact set of control points, each driven by the events sampled in the neighborhood of its own image projection, and a temporal local isometry term keeps the propagated motion locally rigid. Experiments on synthetic and real-world scenes show that EdMCGS outperforms both RGB-based and event-based baselines, while rendering in real time with far fewer Gaussians than the strongest event-based baseline. We release our source code and a new dataset at https://github.com/joseclipse/EdMCGS.
Yuzhong Wang, Wenmin Wang, Xinxing Yu
Sep 7, 2026cs.RO

LightSplat: Real-Time High-Fidelity 3D Gaussian SLAM with Loop Closure

SLAM systems based on 3D Gaussian Splatting (3DGS) have recently demonstrated promising reconstruction accuracy for dense 3D scene representations. However, current 3DGS systems struggle to meet the strict demands of real-world deployments due to severe limitations in operational performance and map adaptability. To this end, we propose LightSplat, a hybrid-representation RGB-D SLAM framework. It synergizes local sparse features for robust and fast tracking with a dual-thread backend that progressively constructs dense Gaussian submaps. Crucially, we enable online loop closure through feature-accelerated 3DGS registration, refining overall map consistency through pose graph optimization. Ultimately, LightSplat achieves the online reconstruction of high-fidelity Gaussian map. Extensive experiments on multiple datasets and real-world robotic platform demonstrate that our method achieves near state-of-the-art reconstruction quality and the capability to accommodate practical camera motions, maintaining an average framerate of 8 FPS. Overall, LightSplat provides an efficient and robust foundation for deploying high-fidelity 3DGS in real-world environments.
Junze Bao, Ye Gao, Yiming Huang +5
Sep 7, 2026cs.RO

Generalizable 6D Pose Estimation of Textureless Objects with Planar-based Gaussian Splatting

Estimating the 6D pose of textureless objects without prior CAD models remains a critical challenge due to the lack of appearance features. While recent generalizable approaches alleviate the dependence on object-specific models, their performance on low-texture objects is often limited by insufficient geometric constraints in the underlying representations. In this work, we propose PG-Pose, a geometry-aware framework combining Planar-based Gaussian Splatting (PGS) reconstruction and Geometry-driven pose optimization. In the offline representation extraction stage, three distinct representations of the object are extracted from multi-view reference RGB images with known poses. PG-Pose reconstructs a 3D Gaussian representation and renders high-fidelity depth maps to generate 3D point clouds through back projection. In the online pose inference stage, the initial pose of the input image is estimated by 2D-3D correspondence matching between the input image and the reconstructed 3D point clouds, followed by a PGS-Refiner for iterative pose optimization. Evaluations on the OnePose-LowTexture datasets, PG-Pose achieves an average accuracy of 94.2% ADD(S)@0.1d, with a 2.1% improvement average accuracy compared with the state-of-the-art (SOTA) GS-based approach. To further demonstrate the effectiveness of PG-Pose for industrial robots in grasping tasks, we deploy it on a dual-arm industrial robot and successfully realize the grasping task on an unseen object.
Jie Lu, Hengtan Zhang, Li Gong +7
Sep 3, 2026cs.CV

TruncGradGS: Improved 3D Gaussian Splatting via Truncated Gradient Updates

3D Gaussian Splatting has become a de facto scene representation for novel view synthesis, yet robustly learning 3D Gaussian primitives from visual input remains challenging. Standard optimization relies on gradient-based updates, but a common issue is the gradient vanishing phenomenon: a pixel far from a Gaussian primitive often has diminishing gradient magnitudes to influence primitive attributes, resulting in suboptimal scene reconstruction. In this paper, we propose a method to address gradient vanishing with a piecewise truncated gradient formulation that improves the optimization stability and robustness to initializations. We show that our method consistently improves 3D Gaussian Splatting with random and COLMAP initializations while being generalizable across static and dynamic Gaussian Splatting. As a by-product, we also examine the limitations of current benchmarks for dynamic scenes, and introduce a novel dataset for benchmarking dynamic Gaussian Splatting using synthetic 3D scenes. We demonstrate the effectiveness of our method in both static and dynamic settings for the public benchmarks and our proposed dataset.
Theo Morales, Nhat-Quynh Le-Pham, Robin Atkins +1
Sep 3, 2026cs.CV

Laplacian Frequency Hierarchies for Efficient 3D Gaussian Splatting Training

A key bottleneck in 3D Gaussian Splatting training is the continual growth of Gaussian primitives, which increases optimization cost and slows convergence, especially at high resolutions. We propose Laplacian Frequency Hierarchies, a simple yet efficient 3DGS scheme that combines Laplacian image decomposition with coarse-to-fine, frequency-staged training. After fitting lower-frequency structure, we archive the corresponding Gaussian field so that subsequent fields can optimize higher-frequency residuals without carrying the full primitive burden, and we compose the rendered components in the image domain via a Laplacian-style reconstruction at inference time. This design reduces the number of active Gaussians during training, thereby lowering optimization overhead and accelerating training. The proposed scheme is plug-and-play and orthogonal to prior 3DGS accelerations: it can be directly combined with strong backbones such as Taming-3DGS and FastGS to improve training speed with competitive reconstruction quality. It achieves average speedups of 1.73x and 1.21x at 1K setting, and 1.74x and 1.33x at 4K setting on Taming-3DGS and FastGS, with larger gains on more challenging scenes and increasingly pronounced benefits at higher resolutions.
Yixiong Yang, Sisheng Zhang, Qingsong Yan +2
Aug 30, 2026cs.LG

When 3D Gaussian Splatting Recovers Real Surfaces

When does 3D Gaussian Splatting (3DGS) recover the true scene surface rather than just overfitting view-dependent appearance? We answer this by developing a mathematical framework based on a first-hit rendering abstraction that cleanly isolates geometry from appearance. We prove that geometric misalignment forcefully converts spatial textures into high-frequency angular signals via parallax. This establishes a strict identifiability window: if angular capacity is bounded, surface-consistent solutions are mathematically preferred; if unrestricted, the same images can be perfectly explained by an incorrect, opaque billboard geometry. Experiments on synthetic stress tests confirm this prediction, showing billboard failures emerge precisely at high angular capacities. Conversely, in the real-world datasets we evaluate under standard capture protocols, reconstructions remain surface-consistent even at high SH degrees, which is consistent with the prediction that rich spatial texture can push billboard solutions outside the tested angular-capacity range.
Songhe Wang, David Johnathan Miller
Aug 13, 2026cs.CV

LocusGS: Spatially Grounded Tokens for Feed-Forward 3D Gaussian Splatting

Recent query-based feed-forward 3DGS methods represent a scene using learnable queries, each aggregating multi-view evidence and decoding a group of Gaussians. Ideally, different queries should specialize in coherent local regions of the scene. However, we observe that Gaussians decoded from the same query often scatter across distant scene regions, resulting in weak query-level spatial coherence and poor alignment with the scene structure. We attribute this behavior to the purely latent representation of existing Gaussian queries. To address this limitation, we introduce LocusGS, which augments each Gaussian query with a 3D anchor state consisting of a center and a support radius. The anchor state is progressively refined across decoder layers and is used throughout query interaction, multi-view feature aggregation, and Gaussian generation. Specifically, an anchor-to-ray geometric bias guides each query toward spatially relevant image observations, while anchor-centered decoding organizes its Gaussians within a local region. Experiments on novel view synthesis benchmarks show that LocusGS improves rendering quality over query-based Gaussian token baselines under the same Gaussian budget. Further analysis shows that the learned anchors form coherent spatial layouts and lead to more structured Gaussian distributions, demonstrating that explicit anchor states improve the spatial organization. Our project page: https://leo-frank.github.io/LocusGS_viewer.
Wenyu Li, Sidun Liu, Tongrui Hu +2
Aug 12, 2026cs.LG

Predicting When Random Low-Dimensional Reparameterizations Train Neural Networks

Neural networks can often be trained or fine-tuned through random low-dimensional reparameterization, where a small latent vector is mapped into a full parameter update by a frozen random map. This raises a practical question: how large must the latent search space be to reach a low-loss region? We first express the known accessibility transition in an equivalent conic form, centered for compact convex targets at the statistical dimension of the polar cone. Our main theoretical contribution is an orientation-resolved quadratic master formula that predicts the random-slice residual from both the curvature spectrum and the reference-to-solution displacement profile. It yields a self-consistent isotropic-orientation predictor and, in a conservative radius-only specialization, recovers the earlier Gaussian-width quadratic bound. Building on this analysis, we introduce Random Mapping Networks (RaMaN), which instantiate the predicted latent dimension using structured Hadamard or seed-regenerated Gaussian maps. These constructions avoid the O(dP) storage of dense random maps and reduce optimizer-state memory from O(P) to O(d). We also develop matrix-free curvature approximations and sweep-free dimension selection. Across controlled quadratic and neural-curvature experiments, the orientation-resolved predictor closely tracks measured transition locations and outperforms orientation-agnostic approximations when displacement direction matters. End-to-end experiments further show sharp, protocol-dependent training transitions across image and language models.
Andrew Cheng, Ali Eslamian, Jie Cheng +2
Aug 11, 2026cs.CV

Compact Feed-Forward 3D Gaussians via Saliency-Guided Primitive Merging

3D scene reconstruction, modeling, and rendering are highly relevant for numerous tasks, and 3D Gaussian splatting has become a standard choice in this context. Its feed-forward variants provide fast reconstruction from sparse input views but often produce per-pixel primitives, leading to highly redundant and thus inefficient representations. We present a structure-aware merging pipeline that takes per-pixel primitives from any feed-forward method and consolidates them into a compact, content-adaptive Gaussian set while largely retaining visual quality at just 120th\frac{1}{20}^\text{th} of the Gaussians of a per-pixel method. We group spatially coherent Gaussians of similar appearance into variable-size clusters via adaptive superpixel segmentation guided by a saliency map, which allocates fine segments to textured regions and coarse segments to homogeneous areas. We compress each cluster into a compact latent representation through a learned encoder, then match and consolidate representations across views based on geometric overlap and feature similarity via a learned merger. A level-of-detail decoder then produces the final Gaussians at a controllable resolution, enabling a flexible quality-efficiency trade-off at inference. As a post-processing module, the pipeline is backbone-agnostic, leveraging the strengths of existing feed-forward methods. This leads to better and more robust quality than achieved by previous approaches that target a reduction in primitive count, while providing a highly compact representation, that can be rendered efficiently.
Tim-Felix Fassch, Jochen Kall, Cyrill Stachniss
Aug 11, 2026cs.CV

CasDeblurGS: Cascaded 2D-to-3D Multi-View Consistency for 3D Gaussian Splatting from Two Blurry Images

Free-viewpoint 3D scene media is increasingly important for immersive applications, yet practical capture often suffers from severe view sparsity and motion blur. Although neural rendering has advanced sparse-view synthesis, existing blur-aware methods typically require substantial multi-view redundancy, accurate camera poses, or costly per-scene optimization. We address a stringent yet practical setting: reconstructing a coherent 3D scene from only two motion-blurred images with known intrinsics, without input-view poses, auxiliary sharp images, or per-scene test-time optimization. To this end, we propose CasDeblurGS, a cascaded framework that progressively recovers reliable cross-view information from local 2D correspondences to global 3D guidance. Stage 1 constructs locally reliable guidance through occlusion-aware correspondence filtering, while Stage 2 aggregates the intermediate restorations into a provisional pose-free 3D Gaussian representation whose input-view re-renders provide dense global guidance for final restoration. The resulting views enable a more coherent 3D representation and higher-quality novel-view synthesis. Experiments on real-world and synthetic Deblur-NeRF scenes show consistent gains over strong baselines, improving PSNR by 1.19 dB and 2.11 dB, respectively. Progressive ablations, cross-view correspondence visualization, and camera reprojection analysis further demonstrate improvements in both rendering quality and multi-view geometric consistency.
Haeyun Choi, Minhyuk Jang, I-Gil Kim
Aug 9, 2026cs.CV

OccAnyScene: Towards Unified Indoor-Outdoor 3D Occupancy Prediction

3D occupancy prediction is fundamental to scene understanding, yet existing 3D semantic occupancy methods are typically specialized to fixed scene types and occupancy protocols. We introduce Cross-Scene 3D Semantic Occupancy Prediction, a new task setting which requires a single model to handle heterogeneous indoor and outdoor scenes with varying cameras, spatial ranges, voxel specifications, and semantic taxonomies. This setting poses a fundamental challenge: achieving metric-consistent yet scene-adaptive image-to-3D lifting across varying camera configurations and scene scales. To address this challenge, we propose OccAnyScene, a pixel-frustum-centered Gaussian framework built upon a pretrained depth foundation model. Specifically, the framework employs Pixel-Aligned Frustum Feature Aggregation to construct a camera-aware frustum query for each feature pixel, and Frustum-Parameterized Gaussian Construction to decode each query into multiple Gaussians whose positions and sizes are constrained by the predicted pixel depth and corresponding frustum geometry. OccAnyScene sets new state-of-the-art results, achieving 59.92% mIoU on the indoor Occ-ScanNet and 23.06% mIoU on the outdoor SurroundOcc-nuScenes.
Junjie Liu, Wanshui Gan, Zitong Dai +6
Aug 9, 2026cs.CV

JSGS: JPEG State-Guided Supervision for 3D Gaussian Splatting from Mixed-Quality Views

Standard 3D Gaussian Splatting (3DGS) assumes that every input image faithfully samples scene radiance. However, mixed-quality JPEG images violate this assumption because compression-induced blocking and ringing artifacts can corrupt updates to Gaussians shared across views. To address this problem, we propose JPEG State-Guided Supervision for 3D Gaussian Splatting from Mixed-Quality Views (JSGS). JSGS uses luminance and chrominance quantization tables stored in each JPEG file to construct a view-specific JPEG observation operator. This operator encodes and decodes each rendered view for domain-matched comparison with the corresponding decoded input image. The luminance quantization table supplies continuous weights within a fixed middle frequency band. A loss in the low frequency band anchors coarse structure, while the weighted middle frequency loss redistributes supervision among the selected DCT coordinates. The resulting block disagreement also guides the Gaussian Controller to regularize small primitives with high opacity in disagreement regions. Across seven scenes and three mixed-quality schedules, JSGS achieves the lowest mean LPIPS and the highest mean SSIM under every schedule while rendering at approximately 150 FPS. Code: https://github.com/Jayden-Cui/JSGS.
Jinhua Cui, Anhong Wang, Kai Hu +5
Aug 9, 2026cs.CV

EvTrajGS: Accurate and Efficient 3D Gaussian Splatting from Unposed Event Streams

Event cameras, with high temporal resolution, high dynamic range, and asynchronous sensing characteristics, have shown great potential for dense 3D reconstruction. Traditional reconstruction methods based on off-the-shelf pose estimates achieve high efficiency but produce low-fidelity results, as inaccurate pose initialization introduces cumulative reconstruction errors. In contrast, recent SLAM-style methods stabilize joint pose-scene optimization through incremental tracking and mapping, yielding higher reconstruction fidelity at the expense of considerable computational overhead. To address this trade-off, this paper presents EvTrajGS, an accurate and efficient 3D Gaussian Splatting framework for unposed event streams. Our method enables reliable joint pose-scene optimization initialized from coarse pose priors, eliminating the need for computationally expensive SLAM-style pipelines. EvTrajGS parameterizes camera motion as a continuous-time trajectory initialized from discrete camera poses, providing a unified representation for pose refinement. We then aggregate adjacent trajectory states into a temporally coupled pose, promoting temporally consistent pose updates during joint optimization. Additionally, we introduce a loss-reweighted event sampling strategy to adaptively emphasize temporally under-reconstructed intervals. Extensive experiments on both synthetic and real-world datasets demonstrate that EvTrajGS outperforms state-of-the-art methods in terms of both geometric reconstruction quality and pose estimation accuracy, achieving 3.8 dB higher PSNR, 0.1 higher SSIM, and over 40% lower ATE RMSE while retaining high computational efficiency.
Zixuan Chen, Jiakai Zhang, Junhao Dong +4
Aug 9, 2026cs.CV

ERF-GS: Reconstructing Fast Motion from Disjoint Event-RGB Viewpoints

Deep learning-driven representations such as neural radiance fields (NeRFs) and 3D Gaussian splatting (3DGS) have revolutionized the field of dynamic 3D scene reconstruction with improved visual precision and scalability. However, the reconstruction of fast-moving objects remains a challenge; existing methods based on conventional frame-based videos often struggle in scenarios such as sports events and animal videography. We propose an event-RGB fusion Gaussian splatting (ERF-GS) framework that integrates event information into both optimization and densification stages of the Gaussian splatting pipeline, taking advantage of novel event sensors with high frame-rate. Unlike many other event-assisted scene reconstruction methods, ERF-GS was developed using realistic simulation settings and realizes event-based learning detached from RGB inputs. This design enables its application beyond straightforward synthetic data into the realm of natural video with complex layout, low frame rates and severe motion blur. Our experiments show that ERF-GS outperforms both the 4DGS baseline and the concurrent E-D3DGS on different variants of the Neu3D and Nvidia datasets which include blurry RGB frames and disjoint RGB-event viewpoints. Our code is available at https://github.com/andrewbxy/ERF-GS.
Xiaoyang Bai, Zhenyang Li, Weiwei Xu +2
Aug 6, 2026cs.CV

Confidence matters: Leveraging Multi-view Geometric Priors for GS-based Reconstruction

3D Gaussian splatting (3DGS) has emerged as a widely-used tool for novel view synthesis, offering real-time rendering in a sparse representation. However, the method's reliance on structure-from-motion initialization and photometric optimization can lead to suboptimal geometric reconstruction, particularly for objects with high specularity. In this work, we investigate the integration of geometric priors, in the form of predicted normal and depth maps, into the 3DGS framework to improve the reconstruction quality. We analyze the effect of incorporating these priors into GS-based methods and our evaluation reveals that multi-view predictions, as they are done by the recent visual geometry grounded transformer (VGGT), outperform single-view alternatives. A major factor is the existence of a confidence map for the estimations, which comes as a by-product of multi-view models and which can significantly improve the effectiveness of priors by weighting each prediction appropriately. Extensive experiments on standard benchmarks show consistent improvement in reconstruction quality and significant gains in complex scenes including specular objects.
Hongyu Zhou, Zorah Lähner
Aug 6, 2026cs.AI

GSBF: Gaussian Splatting for Environment-Aware Beamforming

Beamforming plays a key role in multiple-input-multiple-output (MIMO) communication systems. However, conventional beamforming design normally requires accurate instantaneous channel state information (CSI) and iterative optimization, which incur substantial pilot overhead and computational complexity. Recognizing that radio propagation is intrinsically governed by the physical geometry, we develop a 3D Gaussian splatting for environment-aware beamforming (GSBF) pipeline based on multi-modal data, which characterizes the environment through a persistent 3D Gaussian representation. Specifically, GSBF models the environmental scattering response with reciprocity-preserving bidirectional spherical Gaussian (Bi-SG) kernels and performs two-sided electromagnetic rasterization to render an angular propagator map. The rendered map is then aggregated through an over-complete array-manifold dictionary and projected to the constant-modulus beamformers, thereby synthesizing beams directly from the access point (AP) pose and user position without online instantaneous CSI. Simulations demonstrate that GSBF consistently outperforms baselines such as exhaustive beam alignment (EBA) with lower latency.
Yijie Bian, Wei Guo, Zixin Wang +3
Aug 3, 2026cs.RO

MANGO-Grasp: Mahalanobis Fields over Geometry-Oriented 3D Gaussians for Cross-Embodiment Dexterous Grasping

Cross-embodiment dexterous grasping aims to synthesize stable grasps across heterogeneous multi-fingered hands with little or no embodiment-specific tuning. Existing interaction-centric methods achieve promising results, but their object representations often underrepresent local surface geometry, while their robot descriptors do not explicitly encode both robot morphology and kinematics. We propose MANGO-Grasp, an anisotropic interaction framework that represents objects as geometry-oriented 3D Gaussian primitives and robot hands as surface keypoints encoded into morpho-kinematic descriptors. The object primitives are adaptively allocated by geometric complexity and shaped as surface-aligned plates with outward normals, encoding local geometry. Mahalanobis fields over keypoint--primitive pairs serve as interaction prediction targets during training and as optimization guidance for grasp realization at inference. These fields rise sharply for displacement along the surface normal but only gently within the tangent plane, matching the directional structure of contact. Grasps are realized with one shared optimization formulation and hyperparameter setting across all embodiments. On the CMAP and MultiGripperGrasp benchmarks, MANGO-Grasp outperforms the strongest seen-hand baseline by up to 8.24 percentage points in simulation. It also transfers zero-shot to the unseen SharpaWave hand, improving over the strongest zero-shot baseline by up to 16.57 percentage points, and achieves 86% success in real-world experiments. The code and additional materials will be made available upon publication at https://connor-zh.github.io/MANGO-Grasp/.
Heng Zhang, Kevin Yuchen Ma, Mike Zheng Shou +2
Aug 3, 2026cs.CV

G-Skin: Learning to Bind 3D Gaussians with Generative Visual Priors

3D Gaussian Splatting has achieved remarkable success in photorealistic and efficient rendering, leading to a rapid increase in 3D assets represented by 3D Gaussian primitives. Directly rigging these assets with arbitrary skeleton topologies is highly desirable. However, training a feed-forward skinning framework is infeasible due to the lack of high-quality 3D Gaussian rigging datasets. An alternative solution is to transfer mesh-based techniques to 3D Gaussian-based representation, but 3D Gaussian primitives are not restricted to the surface and lack explicit topological connectivity. Moreover, this kind of method suffers from poor generalization to unseen data due to its strong dependence on training data, while acquiring high-quality rigging data is prohibitively expensive. To address this challenging problem, we propose G-Skin, a novel generative skinning framework designed for expressive and high-fidelity animation with 3D Gaussian representation. To overcome this 3D data scarcity, we introduce a skeleton-controllable image generation model leveraging 2D vision foundation models to distill powerful motion priors into pseudo-guidance. Guided by these priors, we formulate an optimization pipeline incorporating geometry-aware regularizations, which stabilizes the learning process and ensures smooth, structurally coherent skinning weights. G-Skin also generalizes flexibly to the augmented variants of 3D Gaussian representation designed to mitigate animation-induced rendering artifacts. Extensive experiments validate the effectiveness of our approach, demonstrating clear advantages over state-of-the-art methods. Project page: https://yaoyx689.github.io/GSkin.html.
Yuxin Yao, Kendong Liu, Shiqi Zhou +2
Aug 2, 2026cs.CV

Struct-GStream: Towards Efficient Free-Viewpoint Video Streaming at Low-Bitrates with Structured 3D Gaussians

Constructing photorealistic Free-Viewpoint Videos (FVVs) of dynamic scenes from a set of posed 2D images has been an intriguing yet challenging task in computer vision. Methods based on neural rendering achieve high-fidelity image quality in FVV construction. However, most of these methods are unable to achieve real-time rendering and often require complete video sequences to train. Despite the existence of some online training methods capable of rendering FVVs in real time, they struggle to meet the requirements for storage and training time for downstream applications. To overcome this problem, we propose Struct-GStream, which can achieve efficient FVV streaming using structured 3D Gaussians (3DGs). Specifically, we introduce dynamic anchor points to generate structured 3DGs to construct basic scenes and model approximate scene movements based on the assumption of local rigidity in object motion. Besides, we introduce a global free 3DGs patching strategy involving free 3DGs' generation, pruning, and optimization to patch and model deficient areas and emerging objects. Our method achieves fast training at low bitrates while maintaining high rendering quality. Extensive experiments demonstrate that Struct-GStream significantly outperforms existing online training methods for FVV construction in terms of training time, storage, and rendering quality while maintaining competitive rendering speed.
Han Jiao, Jiakai Sun, Lei Zhao +4
Aug 1, 2026cs.CV

Scene2Sound: Auditory-Grounded Soundscape Generation for 3D Gaussian Worlds

3D Gaussian Splatting (3DGS) turns captured or generated imagery into photorealistic 3D world simulations that users can freely explore, yet these worlds remain silent. Because existing audio generation methods condition on a single image or viewpoint, their sound is tied to that observation and cannot stay consistent while a listener moves. We introduce the task of generating a spatially consistent soundscape for a given 3DGS world through auditory grounding, identifying which objects in the world should emit sound and anchoring each to a persistent 3D position, and present Scene2Sound, a training-free framework built on this grounding. From the input world alone, our pipeline selects viewpoints that jointly cover the scene, identifies sound-emitting objects with a vision-language model, and associates the multi-view detections into 3D instances through Gaussian set matching, which measures the overlap between the Gaussian sets that render each detection. Each source then receives generated audio that a standard object-based audio engine spatializes in real time at arbitrary listener poses. We further propose two spatial-consistency metrics, one testing whether rendered audio responds consistently to listener motion and one testing whether the claimed sources are supported by views held out from their placement. On a curated set of generated 3DGS worlds and on 3DGS scenes generated from real-world 360-degree captures, Scene2Sound preserves the audio quality of strong per-viewpoint baselines while remaining spatially consistent where per-viewpoint and single-panorama pipelines do not, and a user study confirms the perceptual benefit. Project page: https://masaki-lmd.github.io/scene2sound/.
Masaki Yoshida, Ren Togo, Takahiro Ogawa +1
Jul 30, 2026cs.CV

FocusGS: Spatial Delta Layers for Local Repair and Deterministic Editing of Trained 3D Gaussian Assets

3D Gaussian Splatting (3DGS) is evolving from one-time reconstruction into deliverable, inspectable, and maintainable visual assets. Existing workflows focus on global reconstruction, training-time density control, or open-ended generative editing, leaving trained assets without precise local maintenance. We propose FocusGS, which unifies local repair and deterministic editing as composite spatial deltas. Repair is the purely additive special case: its base-manipulation term is empty, and it adds only local Gaussian bases; deterministic editing uses erase-insert factorization (EIF) to combine old-carrier erasure with new-content insertion. FocusGS addresses spatial gradient starvation: local repair raises target-region PSNR by 7.91 dB over 93 evaluation views. Across all 83 deterministic editing trials, the target ROI improves, with a trial-averaged mean edited ROI PSNR of 21.97 dB and a mean gain of +11.05 dB; across five public editing cases, FocusGS-EIF reaches 33.17 dB Target-mask PSNR and 0.994 Target-delta Correlation, while both text-driven baselines fail to complete the prescribed updates. FocusGS provides a lightweight, verifiable 3DGS maintenance operator.
Yiqun Pan, Yukun Shi
Jul 30, 2026cs.CV

MonoVoc: Decoupling Geometry and Semantics for Lightweight Monocular Open-Vocabulary 3D Gaussians

Open vocabulary 3D scene understanding is essential for next-generation interactive systems, empowering users to intuitively query and navigate reconstructed environments using natural language. However, current 3D Gaussian frameworks are often bottlenecked by restrictive multiview capture requirements, costly scene-specific optimization, and the massive memory overhead of storing dense language features. We present a novel, training-free pipeline that fundamentally reimagines this paradigm by explicitly decoupling 3D geometric reconstruction from semantic integration. Given a standard monocular video sequence as input, our method efficiently outputs a compact, highly interpretable, and fully searchable object-level semantic Gaussian map. Rather than entangling heavy language embeddings within the mapping loop, we extract geometry independently and ground semantics through a lightweight, modular post-processing framework. Extensive evaluations on the Replica dataset demonstrate that this decoupled architecture preserves strong rendering fidelity and competitive segmentation accuracy. Crucially, by replacing dense per-Gaussian storage with modular, object-level semantic embeddings, our approach delivers an order-of-magnitude reduction in memory usage compared to SOTA baselines. This provides a highly efficient, scalable, and practical solution for open-vocabulary 3D retrieval and question answering directly from everyday monocular video.
Pouya Ardekhani, Zahra Dehghanian, Morteza Abolghasemi +1
Jul 28, 2026cs.RO

SONG: A Photorealistic 3D Gaussian Simulation Platform for Benchmarking Social Navigation

Social navigation has progressed from simplified 2D environments toward a more general vision-based setting, in which a robot needs to achieve socially compliant behavior purely from onboard visual observations. Yet supporting simulation platforms have not kept pace: existing options either lack visual observations, lack moving human avatars, or fall short of real-world fidelity in appearance and pedestrian behavior, offering limited support for advancing vision-based social navigation. We introduce SONG, a SOcial Navigation platform powered by 3D Gaussian splatting (3DGS). It leverages 3DGS for both scene and avatar representations, drives pedestrians using semantically grounded trajectories generated by a large language model, and synthesizes their full-body motion with a trajectory-conditioned generator to produce continuous, natural movement. On top of the platform, we curate SONG-Bench, a set of evaluation episodes stratified by difficulty, and propose a multi-dimensional metric suite covering effectiveness, safety, and social compliance. A systematic evaluation of representative navigation baselines reveals three findings: (a) vision-based social navigation is far from solved; (b) a critical safety deficit precedes social etiquette; (c) real-world data matters more than model scale. Crucially, we demonstrate that fine-tuning on our curated data effectively improves the success rate in real-world environments. We hope our platform provides a faithful and rigorous testbed for the next generation of vision-based social navigation research.
Weiqi Huang, Dianyi Yang, Jiaxin Li +4
Jul 27, 2026cs.CV

GenSplatCodec: Feed-Forward Gaussian Splatting Compression via One-Step Diffusion

Feed-forward 3D Gaussian Splatting (3DGS) enables scalable scene reconstruction without per-scene optimization, yet produces dense Gaussians that are costly to store and transmit. Existing feed-forward Gaussian compression methods formulate decoding as deterministic representation recovery, which becomes inadequate at low bitrates when high-frequency textures and view-dependent appearance are discarded. Although generative models offer a promising alternative, using them as standalone post-processing decouples generation from the transmitted scene structure, thereby compromising cross-view consistency. To address these limitations, we propose GenSplatCodec, a unified feed-forward Gaussian codec that reformulates low-bitrate Gaussian compression as geometry-guided generative decoding. We present a detail-aware feed-forward Gaussian coding scheme within a dual-stream formulation, where the resulting compact Gaussian structural stream is complemented by a lightweight reference appearance stream. We further introduce a geometry-guided one-step generative decoding approach that jointly exploits decoded structural and appearance cues through hierarchical geometry control to reconstruct high-fidelity and view-consistent novel views. Finally, we develop a three-stage optimization strategy that stabilizes the learning of the unified codec and adapts the generative decoder to codec-derived structural and appearance cues. Extensive experiments across multiple datasets demonstrate that GenSplatCodec consistently achieves superior rate-distortion (RD) performance over existing methods.
Qiang Hu, Zhenlong Wu, Lei Huang +3
Jul 24, 2026cs.CV

Learning Adaptive Semantic Gaussian Allocation for 3D Occupancy

Semantic 3D Gaussians provide a compact representation for 3D semantic occupancy prediction by rendering semantic primitives into a voxel volume under voxel-wise supervision. Recent methods have improved the modeling ability and efficiency of this representation through more flexible primitive shapes, geometry-guided initialization, and progressive densification. However, these advances mainly determine how primitives are represented, initialized, or added, and do not explicitly address how to select the most useful Gaussians when their total number must be limited to control memory and computation. This imbalance creates an allocation bottleneck: redundant Gaussians remain in simple regions, while difficult regions receive insufficient semantic support. We propose the Semantic Gaussian Allocation Transformer (SAGFormer), which uses Gaussian attributes and local geometric-semantic features to score candidates and select a fixed final Gaussian set. Experiments on nuScenes-SurroundOcc and SSCBench-KITTI-360 show that SAGFormer improves occupancy prediction under the evaluated protocols and yields more semantically consistent and better-utilized Gaussian representations. Under similar final counts and raw coverage, it reduces semantic mixing, strengthens class-consistent voxel support, and produces fewer unused Gaussians. The results indicate that explicit capacity allocation is a useful complement to Gaussian refinement for semantic occupancy prediction.
Kanglin Ning, Yiran Zhao, Wenrui Li +4
Jul 22, 2026cs.CV

3D-GIMP: When 3D Gaussian Inpainting Meets PatchMatch

Recent advances in 3D scene editing have leveraged iterative diffusion models to update input views. However, this process is computationally expensive and struggles to produce sharp details. Meanwhile, ``hallucination drift'' frequently introduces multi-view inconsistencies, leading to structural artifacts when rendering novel viewpoints. To address this problem, we present 3D-GIMP (3D Gaussian Inpainting Meets Patch Matching), a novel hybrid paradigm designed for high-fidelity object removal in 3D Gaussian Splatting. Instead of diffusing every view, 3D-GIMP performs a single generative inpainting on a key reference view, which serves as an appearance prior. We then introduce a 3D-aware PatchMatch algorithm to propagate these reference textures across all remaining views via correspondence matching, effectively bypassing the stochastic nature of frame-by-frame diffusion. By prioritizing reconstructive consistency over iterative generation, 3D-GIMP maintains high-frequency details across arbitrary resolutions while ensuring a mathematically consistent 3D reconstruction. Our experiments demonstrate that 3D-GIMP not only achieves competitive inpainting quality as previous methods using diffusion in multiple views, but also outperforms these methods in rendering speed and view consistency.
Xuening Tian, Dieter Schmalstieg, Shohei Mori
Jul 22, 2026cs.CV

ATSplat: Compact Feed-forward 3D Gaussian Splatting with Adaptive Token Expansion

3D Gaussian Splatting (3DGS) achieves high-quality novel-view synthesis by optimizing freely placed primitives in 3D and adaptively densifying them in under-reconstructed regions. However, this scene-adaptive capacity allocation is largely lost in existing feed-forward 3DGS methods, which commonly regress Gaussians at input pixels and lift them along camera rays. Such pixel-aligned formulations make the number and placement of primitives depend on image resolution and input viewpoints rather than scene complexity, resulting in dense and often redundant Gaussian sets. We present ATSplat, a feed-forward 3DGS framework that restores the adaptive allocation capability of 3DGS optimization through Adaptive 3D Tokens. ATSplat first lifts coarse patch-level depth and camera cues into sparse 3D anchor tokens, forming a compact scaffold of the scene. Each token is then regressed into local Gaussians with learnable 3D offsets, decoupling primitive placement from input image grids. An Adaptive Token Expansion module predicts a token-level uncertainty score, supervised by rendering error maps, and selectively expands high-uncertainty tokens through learnable expansion layers. This sparse-to-adaptive formulation enables ATSplat to concentrate primitives in challenging regions while maintaining a compact representation. Experiments on two representative datasets, RealEstate10K and DL3DV, show that ATSplat achieves state-of-the-art rendering quality while reducing the number of Gaussians by more than 5.7×5.7\times compared with dense feed-forward 3DGS methods. From 12 input images at 512×960512 \times 960 resolution, ATSplat completes reconstruction in less than a second using a single commercial GPU, and renders high-quality novel views at 1136 FPS (512×960512 \times 960) with only 311K Gaussians.
In Cho, Jeonghwan Cho, Mijin Yoo +2
Jul 21, 2026cs.CV

TOM-GS: Editable Video Representation via Temporal Opacity Modulation of Static 3D Gaussians

While Implicit Neural Representations (INRs) and dynamic 3D Gaussian Splatting (3DGS) achieve impressive results in video processing, they often fall short of producing representations that are easily editable. Recent methods address this by introducing complex spatial deformations or folded distributions, which constrain optimization and reduce flexibility for downstream editing. In this paper, we introduce TOM-GS, an editable video representation that forgoes complex deformations in favor of regular 3D Gaussians equipped with a continuous temporal opacity formulation. By assigning a learnable temporal mean and scale to the opacity of each Gaussian, our model enables static 3D spatial components to fade smoothly in and out of the scene. Grounded by robust, off-the-shelf pose estimation, our approach maintains a static spatial geometry that naturally supports a wide range of manual and physics-based edits. TOM-GS outperforms prior editable video representations in visual fidelity, while its reliance on standard 3D Gaussians ensures seamless compatibility with established 3D editing tools.
Marek Lisowski, Łukasz Smoliński, Kornel Howil +3
Jul 21, 2026cs.CV

FlexiAvatar: Unified 3D Gaussian Human Avatars Under Arbitrary Body Visibility

Reconstructing animatable 3D human avatars from monocular video is a fundamental problem in computer vision with broad applications in AR/VR and digital content creation. Existing approaches typically couple parametric body models with neural rendering or 3D Gaussian splatting and optimize all body regions jointly from short videos, which often degrades fidelity in the visible areas. To overcome this limitation, we introduce FlexiAvatar, a unified framework that explicitly optimizes only the visible body regions, effectively eliminating artifacts arising from unobserved limbs. Our method integrates occlusion-robust SMPL-X tracking with part-specific residual refinement to capture high-frequency geometric and appearance details. To complete entirely unseen regions (e.g., back views), we leverage a diffusion-based approach to generate texture consistent with the observed appearance. Experiments on full-body (NeuMan, ZJU-MoCap, WildAvatar), upper/half-body (talk-show clips), and head-only (INSTA) inputs show that FlexiAvatar delivers consistently higher reconstruction quality, outperforming state-of-the-art methods by an average PSNR improvement of approximately 3% across datasets. Finally, by restricting optimization to observed regions, our method reduces the effective number of Gaussians that must be optimized and rendered, leading to reduced runtime and memory overhead in partial-visibility scenarios.
Yihalem Yimolal Tiruneh, Muhammad Salman Ali, Uyoung Jeong +5
Jul 18, 2026cs.GR

Points as Tori: Fast Pointwise Signed Distance for Point Clouds

We describe a method for computing signed distance to point clouds that allows fast pointwise evaluation at arbitrary spatial resolution. As input, our method takes a point cloud with normals; as output, it provides an analytical parameterization that allows queries of signed distance to the approximate underlying surface at arbitrary points - simultaneously providing reconstruction and distance. Our key idea is to reconstruct shapes by locally fitting point clouds with tori, which have closed-form signed distance functions. Tori are fitted in a feed-forward manner, using a pre-trained network to output per-point curvature and shift parameters. Importantly, our method does not require costly global optimization or spatial discretization, and is easily parallelizable. Underlying our method is a new theory that unifies signed distance with the classic reconstruction methods of winding numbers and Poisson surface reconstruction. We use our method to compute signed distance to point clouds arising from photogrammetry, meshes, 3D Gaussians, and neural implicits. Our method allows point clouds to be used directly in applications, without explicit surface reconstruction: as examples, we take offsets of point clouds, apply morphological and Boolean operations, and directly visualize offset surfaces using sphere tracing.
Nicole Feng, Ioannis Gkioulekas, Keenan Crane
Jul 17, 2026cs.GR

Rendering 3D Gaussians on a Graph Processor

We present the first implementation of a 3D Gaussian renderer on an Intelligence Processing Unit (IPU), comprising 1,472 independent tiles with only on-chip SRAM; constraints that approximate properties of efficient sensor-processor architectures. Our input scenes are 3D Gaussian maps from real-world sequences. Each tile 'owns' a screen-space region of the framebuffer; Gaussian primitives are routed to destination tiles via Manhattan-distance hops on a north-east-west-south (NEWS) grid, then distributed to overlapping neighbours in an expanding tree pattern. Computation follows the IPU's Bulk Synchronous Parallel (BSP) model, with inter-tile communication defined at compile time. We show this hardware allows us to exploit spatial and temporal locality by enabling local data transfer between cores. We evaluate the bottlenecks in this SRAM-only implementation: inter-tile bandwidth, per-tile SRAM capacity, and workload imbalance from non-uniform Gaussian density. We analyse how these constraints affect performance and render quality. This exploration raises broader questions for conventional GPUs and 3D representations, suggesting that direct inter-SM (streaming multiprocessor) communication might offer ways to reduce DRAM access in GPU kernels. We discuss these implications for the future of on-sensor and DRAM-free architectures. Project page: https://nmjfry.github.io/ipu-3dgs/
Nicholas Fry, Ignacio Alzugaray, Mark Pupilli +2
Jul 17, 2026cs.CV

E3DGS: Unified Geometric-Photometric Equivariance for 3D Gaussian Splatting via Color-as-Geometry Embedding

3D Gaussian Splatting (3DGS) captures scenes by coupling explicit geometry (position, covariance) with view-dependent photometry (Spherical Harmonics). However, building SE(3)\mathrm{SE}(3)-equivariant architectures on these primitives presents a fundamental representation bottleneck. Color has been treated as a signal rather than a geometric entity, making it nontrivial to unify symmetry across geometry and appearance as the camera frame changes. While translations are handled by relative coordinates, rotations act heterogeneously across attributes: μRμμ\mapsto Rμ, ΣRΣRΣ\mapsto RΣR^\top, and fD(R)ff_\ell\mapsto D^\ell(R)f_\ell. This mismatch complicates strict equivariance, leading existing methods to either discard or flatten SH coefficients, thereby breaking symmetry. We propose a unified solution rooted in representation theory: for SH degrees 2\ell\le2, photometry is algebraically isomorphic to a rank-2 geometric tensor. We prove that the Wigner-DD action on these SH coefficients can be exactly reformulated as the conjugation action on 3×33\times3 matrices. Leveraging this, we introduce the Unified Matrix Embedding, a lifting that maps all Gaussian attributes into a unified carrier space, gl(3)\mathfrak{gl}(3). Building on the "Color-as-Geometry" formulation, we present E3DGS, a rigid-body (SE(3)\mathrm{SE}(3)) equivariant architecture that processes 3D Gaussians without Clebsch-Gordan tensor products. Evaluations on object vision and action-conditioned Gaussian world modeling demonstrate that our unified approach yields strong robustness under camera-frame changes and improved data efficiency.
Chankyo Kim, Maani Ghaffari
Jul 16, 2026cs.CV

JADE-GS: Joint Alternating Deblurring Guided by Events in 3D Gaussian Splatting

When a camera moves fast during exposure, blur destroys the intra-exposure motion a 3D model needs to recover the sharp scene, while event cameras capture exactly this signal at microsecond resolution. Turning them into reliable 3D supervision faces two obstacles. First, the two restoration priors fail in opposite ways: physics-based event-integration priors preserve edges but accumulate drift; learned networks recover texture but distort boundaries. Second, existing pipelines run in one direction only, so raw event noise or the biases of fixed 2D pseudo-labels pass uncorrected into the geometry. JADE-GS addresses both: a pixel-adaptive routing gate fuses the complementary priors, and the resulting 2D restorer is coupled to a 3D Gaussian Splatting student in a bidirectional loop, where detached, multi-view-consistent renders and a physics-based reblurring constraint regularize the restorer, turning a fixed preprocessor into a geometry-aware predictor. Across synthetic and real benchmarks, JADE-GS attains the best perceptual quality, leading LPIPS and CLIP-IQA on both benchmarks with competitive PSNR and SSIM, and trainsin about one hour under 5 GB on a single consumer GPU while preserving real-time rendering.
Haoyu Fu, Jiafeng Huang, Yuchen Wang +1
Jul 15, 2026cs.CV

T3HG-Editor: Text-driven 3D Human Garment Editing with Body Priors Embedded in SMPL-X

While 3D Gaussian Editing (3DGE) has seen substantial progress, text-driven 3D human garment editing remains largely underexplored. Existing 3DGE works typically follow a paradigm that applies 2D editing techniques to multi-view rendered images and updates 3D Gaussians based on the modified images. Extending such methods to 3D human garment editing suffers from low-fidelity outcomes, caused by introduced distortions and garment inconsistencies. A promising breakthrough opportunity arises from the SMPL eXpressive (SMPL-X) model that embodies rich prior information for virtual humans. Motivated by this insight, we propose a text-driven 3D human garment editor termed T3HG-Editor, which delivers high-fidelity and garment consistent results by leveraging geometry and joint priors embedded in SMPL-X. Specifically, T3HG-Editor contains three stages, namely obtainment of editable Gaussians, garment consistent editing, and Gaussian updating with overflow pruning. The obtainment of editable Gaussians begins with seeding Gaussians along SMPL-X normals to generate sufficient near surface Gaussians, followed by a 2D mask constraint that precisely localizes the target Gaussians to be edited. The garment consistent editing aggregates tokens corresponding to the same SMPL-X vertex across multiple views and propagates them to their original views, enforcing garment consistency without requiring additional training. Gaussian updating with overflow pruning employs a Signed Distance Function (SDF) defined on SMPL-X to construct a human distance field, which is then integrated with a 2D semantic mask to prune overflowing Gaussians, thus preventing contamination of non-target regions. Experiments on multiple subjects and diverse garment types demonstrate that T3HG-Editor outperforms state-of-the-art methods in both editing quality and garment consistency.
Shaoru Sun, Xingtao Wang, Zihan Ma +4
Jul 12, 2026cs.CV

Incremental Online Scene Reconstruction by 3D Gaussian Triangulation

Incremental scene reconstruction is essential for real-world applications. Although 3D Gaussian Splatting shows strong potential, most existing approaches require offline conversion of the optimized Gaussians into an intermediate implicit field for explicit mesh extraction, which hinders seamless integration with downstream tasks. To address this limitation, we propose a novel online framework that incrementally reconstructs and updates high-fidelity explicit meshes by directly triangulating a dense geometric Gaussian representation, which supports both high-quality rendering and incremental surface reconstruction. Moreover, we present a direct meshing algorithm that efficiently extracts and updates the mesh from the Gaussian set. To ensure mesh accuracy, we enforce a plane-based pulling constraint that dynamically aligns 3D Gaussian primitives to the approximated local surface. Furthermore, our framework significantly reduces memory and computational overhead during long-sequence processing by dynamically freezing fully optimized historical regions. Experiments on public datasets demonstrate that our method outperforms conventional Gaussian-based methods on both rendering quality and reconstruction accuracy.
Yanjin Zhu, Shaofan Liu, Jianke Zhu
Jul 11, 2026cs.CV

Grassmannian Splatting I: Moving rank-2 Spacetime Surfels for Dynamic Scene Rendering

We introduce Grassmannian splatting, a dynamic scene representation whose primitives are Gaussians supported on 3-planes in spacetime R4\R^4: generically, spatial 2-planes in uniform translation along their normals. Each primitive carries a unit normal nS3/{±1}Gr(3,4)n \in \mathbb S^3/\{\pm 1\} \cong \mathrm{Gr}(3,4) and an unconstrained factor LR4×3L \in \mathbb R^{4 \times 3}, with covariance Σ4D=(PnL)(PnL)T,Pn=InnT.Σ_{4\mathrm{D}} = (P_n L)(P_n L)^T, \qquad P_n = I - n n^T. For generic LL and n±e0n \neq \pm e_0, conditioning on time returns a rank-2 surfel at every frame. The normal of the disk and its velocity along that normal are read off from nn; the disk shape and the tangential drift of its center are set by LL. Existing native 4D Gaussian splatting methods [\it{Yang et. al. 2023,Duan et. al. 2024}] slice full-rank spacetime covariances, so their per-frame primitive is a volumetric ellipsoid; since conditioning lowers rank by exactly one, a rank-2 surfel in the slice requires a rank-3 spacetime covariance, and the parameterization above realizes exactly these. The motion model is closed form, i.e. no deformation field is learned, and no custom CUDA is required: the conditioned disk feeds a standard 3DGS rasterizer through its precomputed-covariance interface. A soft clamp in the Schur denominator regularizes the static orientation and continuously bridges rank-3 static and rank-2 dynamic behavior, so static and moving primitives form a single continuous family. On the 17 HyperNeRF scenes of MonoDyGauBench, training is fastest among all compared methods (4.9 to 5.6 times faster than the strongest quality baselines), while ranking second in PSNR, MS-SSIM, and LPIPS. Code: https://github.com/PaulCelanCoding/grassmannian-splatting
Aaron Maurice Berman, Shantanu Dave
Jul 10, 2026cs.CV

AnythingReality: Robust Online Gaussian Splatting SLAM for Open-Vocabulary VR Scene Exploration

We present a novel integrated architecture for robust online 3D Gaussian splatting, real-time VR exploration, and speech-driven Vision-Language-Model interaction. Unlike methods assuming clean depth or external poses, our system combines ORB-SLAM3-based pose estimation with online Gaussian reconstruction for noisy real-world data. A VR pipeline enables immersive exploration of incremental reconstructions; a semantic module transcribes voice commands, generates scene descriptions, and records points of interest. Against state-of-the-art online Gaussian splatting methods, we improve image quality on our dataset (+14.5% PSNR, +8.6% SSIM, -14.3% LPIPS) and TUM-RGBD (+11.7% PSNR, +7.8% SSIM, -21.6% LPIPS), with comparable or superior frame rates via quality-speed configurations. We achieve an 88% VLM object-recognition rate.
Timofei Kozlov, Dmitrii Maliukov, Andrey Marchenko +2
Jul 9, 2026cs.CV

On the Design of Mixture-of-Experts for Dynamic Gaussian Splatting

Dynamic scene reconstruction remains challenging due to the heterogeneous and spatially varying nature of real-world motion. Although recent 3D Gaussian Splatting methods have introduced diverse deformation formulations for dynamic novel view synthesis, each method typically relies on a single deformation model within its representation, which limits robustness across diverse dynamic scenarios. In this work, we study a fundamental problem-multi-deformation modeling for dynamic 3D Gaussian representations-under two distinct integration constraints that differ in when and how multiple deformation experts interact during training. From a Mixture-of-Experts (MoE) perspective, we view multi-deformation modeling as the problem of combining multiple specialized deformation models within a unified 3D representation. We first introduce Mixture of Deformation Experts (MoDE), which integrates multiple deformation experts directly into the deformable Gaussian Splatting pipeline through joint optimization. In MoDE, experts operate on a shared canonical Gaussian representation, enabling multi-deformation modeling without introducing additional training stages or modifying the original optimization schedule. In contrast, we further present Mixture of Experts for Dynamic Gaussian Splatting (MoE-GS) under a different integration constraint, where deformation experts are optimized independently and combined through a separate routing stage. As a result, expert interaction occurs over non-canonical Gaussian representations after individual optimization. Together, these two approaches provide alternative strategies for multi-deformation modeling, clarifying how integration constraints shape the design and behavior of deformation experts in dynamic 3D Gaussian representations. Our code is available at: https://github.com/cvsp-lab/MoE-GS-studio.
In-Hwan Jin, Hyeongju Mun, Joonsoo Kim +2
Jul 8, 2026cs.CV

PUF: Plug-and-Play Uncertainty-Aware Fusion for Online 3D Scene Graph Generation

Online 3D scene graph generation builds a persistent, structured representation of a scene by incrementally fusing 2D observations into a global 3D graph. Existing online methods treat this fusion as a fully deterministic pipeline, where we identify three sources of uncertainty that are overlooked: observation, 2D model, and 3D representation. We propose PUF: a Plug-and-play, Uncertainty-aware, and training-free Fusion framework. Scene graph node association is reformulated as a probabilistic likelihood over semantic and spatial factors, replacing binary accept/reject gates. Dirichlet evidence accumulation distributes class and relationship evidence across plausible candidates proportional to association likelihood. An optional class-conditional prior completes edges for sparsely or never co-observed object pairs. We instantiate PUF with both a 3D Gaussian and a 3D voxel backend and observe consistent improvements, demonstrating its ability to generalize across different representations. Experiments on the 3DSSG and ReplicaSSG benchmarks show that our method substantially outperforms existing approaches while maintaining real-time latency. These results establish uncertainty-aware fusion as a principled and effective paradigm for online 3D scene understanding. The source code is publicly available at https://github.com/yyyyangyi/PUF.
Yi Yang, Myrna Castillo, Bodo Rosenhahn +1
Jul 8, 2026cs.CV

NoDrift3R: Raymap-Guided Coupling for Drift-Robust Unposed Feed-Forward 3D Reconstruction

Pose-Free Feed-forward 3D Gaussian Splatting (3DGS) has recently emerged as a powerful paradigm for fast scene reconstruction. However, its performance degrades significantly in long image sequences due to cumulative camera pose estimation drift, which propagates errors into geometric modeling and severely limits rendering fidelity. In this work, we revisit the long-sequence bottleneck and identify pose drift as the primary factor restricting reconstruction quality. Furthermore, while SfM-based pseudo ground-truth poses introduce sensor noise, purely rendering-based supervision often leads to optimization instability and local minima due to the entangled optimization of geometry and pose. To address the challenges, we propose a synergistic pose-free framework that explicitly couples geometry and appearance via a Raymap-Guided Coupling Module (RGC). Concretely, we anchor Gaussian centers to raymap-induced geometry and jointly optimize RGB reconstruction, raymap consistency, and camera regularization under a unified objective, yielding a bidirectional feedback loop: stronger geometry improves rendering, and appearance supervision in turn refines geometry and pose. To further stabilize learning across wide temporal ranges, we introduce a Dual-Frequency Viewpoint Scheduling strategy that combines easy-to-hard interval expansion with replay of short-interval pairs. Extensive experiments across in-domain and cross-domain datasets show consistent gains in both rendering and pose estimation, with notably improved robustness on long sequences. Ablation studies validate our central insight: explicitly designed geometry-appearance synergy is the key to scalable and drift-robust pose-free feed-forward 3D reconstruction.
Xiangyu Sun, Liu Liu, Seungkwon Yang +4
Jul 7, 2026cs.CV

GaussFusion: Towards Multimodal 3D Gaussian Pretraining

3D Gaussian Splatting provides an explicit representation that jointly models geometry and appearance, serving as a scalable foundation for 3D representation learning. Existing pre-training methods for Gaussian representations, such as masked Gaussian reconstruction, primarily capture local structures but offer limited semantic supervision. In this paper, we propose GaussFusion, a multimodal pre-training framework for 3D Gaussian representations. GaussFusion integrates image and text supervision into masked Gaussian modeling through cross-modal semantic alignment, enabling the Gaussian encoder to learn both visual and language-level semantic information during pre-training. To better adapt masked modeling to the non-uniform distribution of Gaussian primitives, we further propose Gaussian Salience-guided Multi-scale Hole Masking (GSHM). GSHM constructs spatially continuous masked regions based on Gaussian salience. By applying hole masks at multiple scales, GSHM encourages the encoder to capture both fine-grained local patterns and broader structural dependencies. Extensive experiments on downstream tasks demonstrate that GaussFusion improves the transferability of Gaussian representations. Notably, GaussFusion outperforms Gaussian-MAE on ModelNet40 and ScanObjectNN (PB-T50-RS) by 0.61% and 3.85%, respectively.
Zhixuan You, Jihua Zhu, Yiding Sun +5
Jul 6, 2026cs.CV

Rendering-Aware Bayesian 3D Gaussian Splatting with Native Uncertainty and Adaptive Complexity Control

3D Gaussian splatting (3DGS) is a strong representation for real-time novel-view synthesis, but its standard training pipeline relies on point estimates and hand-tuned heuristics, providing no native uncertainty or principled complexity control. This is most limiting under sparse views or fixed acquisition budgets, where a model must identify weakly supported geometry and select informative views. We introduce a rendering-aware Bayesian 3DGS framework that tracks Gaussian geometry with a Normal-Inverse-Wishart posterior over means and covariances using renderer-derived surrogate summaries. An optional Dirichlet-process extension adds a probabilistic component-usage signal, and the training schedule makes the closed-form versus approximate inference boundary explicit. Re-rendering posterior geometry samples yields native predictive uncertainty for interval calibration and active view selection. In a fixed-budget 16-to-32 active-view task, native NIW acquisition improves PSNR by +0.453 dB and LPIPS by -0.0146 over a scoring-only 3-member standard-ensemble baseline, winning 29/39 scene-seed pairs and 10/13 scene means; it also improves over PPU-style (+0.355 dB) and NIW-proxy (+0.401 dB) acquisition. NIW native intervals reduce 95% coverage error by about 17x relative to a shared proxy (0.046 vs. 0.796) and are about 10x closer to nominal coverage than a 3-member deep ensemble (0.047 vs. 0.454) at roughly one-third the training cost. As a reconstruction compatibility check, paired NIW-vs-standard analysis over 39 scene-seed runs yields +0.030 dB PSNR with 1.6% additional training time. These results position Bayesian 3DGS as a practical probabilistic scene representation for decision-facing tasks such as active view selection.
Gaoxiang Jia, Vikram Appia, Junzhou Huang +1
Jul 5, 2026cs.CV

AdaptiveSplat:Texture Aware Controllable 3D Gaussian Allocation for Feed-Forward Reconstruction

Current feed-forward 3D reconstruction methods predict pixel aligned Gaussian primitives, resulting in highly redundant representations. A natural solution is to prune the redundant Gaussians, but naive pruning introduces severe artifacts and often requires inference time fine-tuning, breaking the feed-forward paradigm. Based on previous works, high frequency regions require more Gaussian primitives, while low frequency regions can be represented with significantly fewer primitives. Motivated by this, we propose a novel approach to explicitly control the number of Gaussians by leveraging local texture information. Our approach achieves this through three key components: (1) texture estimation to capture spatial variation in scene detail, (2) texture-aware pruning that removes redundant Gaussians from low frequency regions, and (3) an adaptive Gaussian head that predicts the modified attributes of the retained primitives without breaking the feed-forward paradigm. Experiments on RE10K, ACID, DL3DV, Tanks and Temples, and DTU demonstrate the effectiveness of our approach, while ablation studies validate the contributions of its key components.
Badrinath Singhal, Srihari K G, Sreehari Iyer +2
Jul 4, 2026cs.CV

SharpSplat: Edge-Regularized 3D Gaussian Splatting for High Fidelity Urban Building Reconstruction from UAV images

Reconstructing high-fidelity 3D building models from UAV imagery is essential for large-scale digital twin development. However, existing 3D Gaussian Splatting (3DGS) techniques often struggle with building facades, failing to capture sharp geometric transitions. To address this, we propose a semantic edge regularization framework that supervises 3DGS to produce crisp architectural boundaries. Our method leverages SAM 3 to generate precise building masks, from which we extract architecturally significant edges. During training, we align rendered image gradients with these extracted edges, forcing the Gaussians to converge into sharp structural geometries. Evaluations across campus environments, dense urban centers, and custom residential datasets demonstrate significant improvements in edge fidelity without requiring architectural modifications to the 3DGS pipeline. Our approach proves robust across diverse building types, roof geometries, and urban densities.
Porus Vaid, Shivam Chopra, Vaibhav Kumar
Jul 2, 2026cs.CV

InvSplat: Inverse Feed-Forward Scene Splatting

Inverse rendering aims to recover both 3D geometry and physically meaningful material properties from images, enabling applications such as relighting and novel view synthesis. Optimization-based methods achieve high fidelity but require costly per-scene fitting, while image-space learning-based approaches often suffer from multi-view inconsistencies and lack an explicit 3D representation for stable novel view rendering. We present a feed-forward multi-view reconstruction framework for inverse rendering that directly predicts a structured 3D Gaussian representation with intrinsic material attributes. Each Gaussian primitive is parameterized by mean, normal, opacity, rotation, scale, albedo, metallic, and roughness, enabling a disentangled and physically grounded scene representation. Our model integrates priors from a material estimation network with a multi-view 3D reconstruction backbone, allowing joint prediction of geometry and reflectance parameters in a single forward pass. Experiments on synthetic and real-world datasets demonstrate improved multi-view consistency compared to 2D baselines, accurate material recovery, and stable novel view rendering. Our representation further supports physically-based relighting and more faithful modeling of view-dependent effects compared to existing RGB-based feed-forward reconstruction methods. Our project webpage is: \href\href{https://poliik.github.io/invsplat/}{\text{https://poliik.github.io/invsplat/}}.
Polina Karpikova, Wenjing Bian, Haofei Xu +2
Jul 2, 2026cs.RO

PhysMani: Physics-principled 3D World Model for Dynamic Object Manipulation

Manipulating fast and dynamically moving targets in unstructured 3D environments remains challenging for embodied AI. Existing visual-language-action models and world models struggle with accurate 3D geometry and physically meaningful forecasting. We propose PhysMani, a framework that couples a physics-principled 3D Gaussian world model with a future-aware action policy model. The world model learns a divergence-free Gaussian velocity field via online optimization for fast and physically grounded future dynamics prediction. The policy model integrates the predicted 3D scene future dynamics through a learnable token based cross-attention module. We introduce PhysMani-Bench, a dynamic manipulation benchmark with 16 tasks, and demonstrate a superior success rate over strong baselines in both simulation and real-world robot experiments.
Peng Yun, Shouwang Huang, Hao Li +3
Jul 2, 2026cs.CV

PixGS: Pixel-Space Diffusion for Direct 3D Gaussian Splat Generation

Recent advances in 3D content generation from text or images have achieved impressive results, yet view inconsistency from 2D generators and the scarcity of high-quality 3D data remain significant bottlenecks. Existing solutions typically adapt large-scale pre-trained text-to-image latent diffusion models to generate 3D Gaussian Splats (3DGS). However, these approaches often rely on training complex cascade pipelines that are computationally expensive and scalability-limited. Most critically, the quality of generated 3D assets is inherently constrained by each component capacity and compressed latent space, leading to decoding artifacts and accumulated errors. To address these limitations, we propose PixGS, a single-stage pipeline for direct high-quality 3DGS generation, which leverages recent advances in pixel-space diffusion to bypass lossy latent compression while still benefiting from the vast 2D generative priors. By directly denoising 3D Gaussian attributes at each timestep, our method enables precise, splat-level regularization of both appearance and geometry. Furthermore, we introduce a comprehensive supervision strategy that incorporates surface normals, depth, and high-frequency structural information, which is often overlooked in prior works. Experiments demonstrate that PixGS outperforms current state-of-the-art methods while maintaining a fast inference speed (1s on a single A100 GPU), offering a robust and efficient alternative to multi-stage generation pipelines.
Cao Duy, Phong Nguyen-Ha
Jul 2, 2026cs.CV

Bridging 3D Gaussians and Semantic Occupancy for Comprehensive Open-Vocabulary Scene Understanding from Unposed Images

Comprehensive 3D scene understanding from sparse, unposed images requires a model to recover renderable geometry, open-vocabulary semantics, and free/occupied 3D space without relying on external camera calibration. Recent feed-forward Gaussian methods improve pose-free reconstruction and semantic rendering, but their Gaussian primitives are mainly optimized through image-space objectives and remain weakly constrained in unobserved regions. We propose \textit{COVScene}, a pose-free semantic Gaussian framework that couples renderable Gaussian primitives with a dense semantic occupancy field through differentiable volumetric lifting. Instead of converting Gaussians to voxels only at evaluation time, COVScene lifts the predicted semantic Gaussians inside the training computation graph, so volumetric regularization provides gradients to Gaussian opacity, geometry, and semantic features. The framework combines a semantic-aware Geometry Transformer, multi-task Gaussian decoding, geometric foundation distillation, and occupancy entropy regularization to support novel view synthesis, open-vocabulary semantic querying, and semantic occupancy prediction within a single representation. Experiments on ScanNet and ScanNet++ show that COVScene maintains competitive rendering quality, improves open-vocabulary segmentation, and achieves stronger semantic occupancy prediction than the self-supervised baseline without direct voxel-level supervision.
Hu Zhu, Bohan Li, Xianda Guo +5
Jul 2, 2026cs.CV

Online Segment 3D Gaussians via Launching Virtual Drones

Interactive segmentation of 3D Gaussians offers a compelling opportunity for real-time manipulation of 3D scenes, thanks to the real-time rendering capability of 3D Gaussian Splatting (3DGS). However, existing methods require a time-consuming per-scene setup - typically tens of seconds or even minutes - before interactive segmentation can begin on a raw 3DGS scene. This setup involves multi-view mask preparation, mask lifting, and feature distillation, creating a major bottleneck for online applications. To address this limitation, we aim to completely eliminate the setup stage for interactive 3DGS segmentation while keeping the segmentation time practical (under 1 second). In this work, we present SAGO (Segment Any Gaussians Online), a novel setup-free framework for interactive 3DGS segmentation. By introducing virtual drones, our method reframes the 3D segmentation problem as an online Next-Best-View (NBV) planning task formulated within a Markov process. Extensive experiments demonstrate that SAGO can extract clean 3D assets directly from 3D Gaussians with sub-second latency, thereby enabling a broad range of downstream applications such as object manipulation and scene editing. Moreover, our method achieves over a 50x speedup compared to the previous setup-free 3DGS segmentation frameworks.
Liwei Liao, Rongjie Wang, Ronggang Wang
Jul 1, 2026cs.CV

World from Motion: Generative Dynamic Gaussian Reconstruction from Monocular Video

We present World from Motion, a method for generating freely renderable dynamic 3D Gaussian representations from monocular videos. Our approach conditions a video model on dense, pixel-aligned renderings that encode appearance, geometry, and 3D scene motion along both input and target camera trajectories to correct rendering artifacts and fill in missing regions from an initial reconstruction. To train this model, we construct a dataset of aligned multiview video pairs and dynamic 3DGS representations, with simulated artifacts characteristic of monocular reconstruction. At test time, we distill the model's generations, including newly observed regions and motions, back into a single consistent, high-quality dynamic 3DGS, improving both novel-view synthesis and the underlying 3D motion. Our method sets a new state of the art in 4D reconstruction and seamlessly generalizes to in-the-wild videos with large viewpoint changes and dynamic motions.
Liyuan Zhu, Shengyu Huang, Amrita Mazumdar +6
Jul 1, 2026cs.LG

Efficient Compression of Structured and Unstructured Volumes via Learned 3D Gaussian Representation

Recent work has shown that implicit neural representations (INRs) can be trained to effectively compress structured and unstructured volume data, allowing for direct data querying with a reduced memory footprint. However, as existing INRs for unstructured volumes do not encode geometry, they require partial mesh storage for later sampling, limiting achievable compression. At the same time, novel view synthesis methods have shown that explicit collections of 3D Gaussians can be used to accurately visualize volume data. In this work, we introduce an explicit model for volume data compression based on 3D Gaussian primitives. We reinterpret collections of 3D Gaussians as an explicit representation of a scalar field and use a sampling strategy that reconstructs scalar values at spatial locations through weighted aggregation of intersecting Gaussians. We develop optimized CUDA-accelerated pipelines for structured and unstructured model sampling, loss functions that encourage accurate domain encoding by our models, and a novel sampling-error based densification strategy. Our explicit formulation naturally encodes domain geometry, eliminating the need for mesh storage in unstructured volumes and introducing significantly higher compression opportunities. Compared to existing INRs, we demonstrate that our explicit model achieves competitive reconstruction quality with significant training speedups on structured volumes, while markedly outperforming in all metrics on unstructured volumes.
Landon Dyken, Sharmistha Chakrabarti, Nathan Debardeleben +4
Jul 1, 2026cs.CV

Relation-Centric Open-Vocabulary 3D Gaussian Segmentation

Open-vocabulary 3D Gaussian segmentation is challenging because it requires language understanding for diverse queries and accurate separation of Gaussians along object boundaries. Prior approaches either embed language knowledge into individual Gaussians to improve query responsiveness or optimize per-Gaussian instance features to encode object identity. However, these strategies may produce noisy Gaussian segmentations or rely on cost-inefficient per-scene optimization. We propose PairGS, a framework that reframes Gaussian segmentation as modeling pairwise relations between Gaussians. 3D Gaussian representations provide rich signals for relation estimation, such as view contribution weights and multi-view mask evidence. By leveraging these cues, PairGS explicitly constructs a relation graph for segmentation without a heavy optimization process. PairGS first proposes sparse edge candidates using low-dimensional descriptors, computes precise pairwise affinities only on those candidates, and builds a hierarchical cluster tree for multi-granular querying. It achieves state-of-the-art results on open-vocabulary 3D Gaussian segmentation benchmarks, while the fast variant is 50x faster than optimization-based instance-feature approaches.
Eunsung Cha, Hyunjoon Lee, Jaesik Park
Jul 1, 2026cs.CV

DeWorldSG: Depth-Aware 3D Semantic Scene Graph Generation via World-Model Priors

We present DeWorldSG, a novel framework that generates spatio-temporally robust 3D Semantic Scene Graphs from RGB-D sequences. Existing methods often struggle to construct reliable 3D scene graphs due to unstable 3D object representations and missing relations caused by frame-wise inference. DeWorldSG addresses these issues by estimating instance-level geometric 3D Gaussian distributions through depth-guided filtering and representing each object as a probabilistic 3D node rather than a single projected point. To mitigate relational sparsity from frame-wise inference, our framework further aggregates spatiotemporal evidence across object pairs and refines relations using contextual priors derived from a world model (V-JEPA 2). Experiments on the 3DSSG and ReplicaSSG datasets demonstrate state-of-the-art (SoTA) performance in both object and predicate prediction, while producing temporally consistent scene structures. In particular, our method improves triplet recall by 77.4% and predicate recall by 23.2% over prior SoTA approaches, making it suitable for robotic manipulation and AR applications. Our code and models are open-sourced.
Seok-Young Kim, Abdelrahman Elskhawy, Taewook Ha +4